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<a href="#pub-slots">Public 槽</a> &#124;
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  <div class="headertitle"><div class="title">BaseScene类 参考</div></div>
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<p>逻辑场景类，后端  
 <a href="class_base_scene.html#details">更多...</a></p>

<p><code>#include &lt;<a class="el" href="_base_scene_8h_source.html">BaseScene.h</a>&gt;</code></p>
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类 BaseScene 继承关系图:</div>
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<div class="center"><img src="class_base_scene__inherit__graph.png" border="0" usemap="#a_base_scene_inherit__map" alt="Inheritance graph"/></div>
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<center><span class="legend">[<a href="graph_legend.html">图例</a>]</span></center></div>
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BaseScene 的协作图:</div>
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<div class="center"><img src="class_base_scene__coll__graph.png" border="0" usemap="#a_base_scene_coll__map" alt="Collaboration graph"/></div>
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<center><span class="legend">[<a href="graph_legend.html">图例</a>]</span></center></div>
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Public 槽</h2></td></tr>
<tr class="memitem:a889d8e409b748d9af28dd0d547801bb9"><td class="memItemLeft" align="right" valign="top"><a id="a889d8e409b748d9af28dd0d547801bb9" name="a889d8e409b748d9af28dd0d547801bb9"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>start</b> (bool=true)</td></tr>
<tr class="memdesc:a889d8e409b748d9af28dd0d547801bb9"><td class="mdescLeft">&#160;</td><td class="mdescRight">启动游戏 <br /></td></tr>
<tr class="separator:a889d8e409b748d9af28dd0d547801bb9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a075145483ef42d5012b7519e37bd0a1a"><td class="memItemLeft" align="right" valign="top"><a id="a075145483ef42d5012b7519e37bd0a1a" name="a075145483ef42d5012b7519e37bd0a1a"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>pause</b> ()</td></tr>
<tr class="memdesc:a075145483ef42d5012b7519e37bd0a1a"><td class="mdescLeft">&#160;</td><td class="mdescRight">暂停游戏 <br /></td></tr>
<tr class="separator:a075145483ef42d5012b7519e37bd0a1a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae18694318eacca974fba5f4005bf44cf"><td class="memItemLeft" align="right" valign="top"><a id="ae18694318eacca974fba5f4005bf44cf" name="ae18694318eacca974fba5f4005bf44cf"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>updateScene</b> ()</td></tr>
<tr class="memdesc:ae18694318eacca974fba5f4005bf44cf"><td class="mdescLeft">&#160;</td><td class="mdescRight">刷新场景 <br /></td></tr>
<tr class="separator:ae18694318eacca974fba5f4005bf44cf"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
Public 成员函数</h2></td></tr>
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const string &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>getId</b> () const</td></tr>
<tr class="separator:a872c96e04c3bab61d86812c097dbd83c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afcc936f8eb745614fad819758daedbbc"><td class="memItemLeft" align="right" valign="top">const vector&lt; <a class="el" href="class_base_object.html">BaseObject</a> * &gt; &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_base_scene.html#afcc936f8eb745614fad819758daedbbc">getBehindSceneObjectList</a> () const</td></tr>
<tr class="memdesc:afcc936f8eb745614fad819758daedbbc"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取前景物体对象的std::vector  <a href="class_base_scene.html#afcc936f8eb745614fad819758daedbbc">更多...</a><br /></td></tr>
<tr class="separator:afcc936f8eb745614fad819758daedbbc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a438a2246655ffe9f0a30aef8f251da27"><td class="memItemLeft" align="right" valign="top">const vector&lt; <a class="el" href="class_base_object.html">BaseObject</a> * &gt; &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_base_scene.html#a438a2246655ffe9f0a30aef8f251da27">getFrontSceneObjectList</a> () const</td></tr>
<tr class="memdesc:a438a2246655ffe9f0a30aef8f251da27"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取后景物体对象的std::vector  <a href="class_base_scene.html#a438a2246655ffe9f0a30aef8f251da27">更多...</a><br /></td></tr>
<tr class="separator:a438a2246655ffe9f0a30aef8f251da27"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa6b08a12fbb01e6f2bcb9d9dec2ac9bc"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_base_scene.html#aa6b08a12fbb01e6f2bcb9d9dec2ac9bc">getWidth</a> () const</td></tr>
<tr class="memdesc:aa6b08a12fbb01e6f2bcb9d9dec2ac9bc"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取场景总宽度  <a href="class_base_scene.html#aa6b08a12fbb01e6f2bcb9d9dec2ac9bc">更多...</a><br /></td></tr>
<tr class="separator:aa6b08a12fbb01e6f2bcb9d9dec2ac9bc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3eacca22ea35691939dab07a9e5530ca"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_base_scene.html#a3eacca22ea35691939dab07a9e5530ca">getHeight</a> () const</td></tr>
<tr class="memdesc:a3eacca22ea35691939dab07a9e5530ca"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取场景总高度  <a href="class_base_scene.html#a3eacca22ea35691939dab07a9e5530ca">更多...</a><br /></td></tr>
<tr class="separator:a3eacca22ea35691939dab07a9e5530ca"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5d2453b2b66942a33c7bb7358db8b021"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="class_base_player.html">BasePlayer</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_base_scene.html#a5d2453b2b66942a33c7bb7358db8b021">getPlayer</a> () const</td></tr>
<tr class="memdesc:a5d2453b2b66942a33c7bb7358db8b021"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取场景内的玩家角色  <a href="class_base_scene.html#a5d2453b2b66942a33c7bb7358db8b021">更多...</a><br /></td></tr>
<tr class="separator:a5d2453b2b66942a33c7bb7358db8b021"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a60d59e5ddb243c9cb1d9a2f611d9ec7e"><td class="memItemLeft" align="right" valign="top">const vector&lt; <a class="el" href="class_base_mob.html">BaseMob</a> * &gt; &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_base_scene.html#a60d59e5ddb243c9cb1d9a2f611d9ec7e">getMobs</a> () const</td></tr>
<tr class="memdesc:a60d59e5ddb243c9cb1d9a2f611d9ec7e"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取场景内的怪物的std::vector  <a href="class_base_scene.html#a60d59e5ddb243c9cb1d9a2f611d9ec7e">更多...</a><br /></td></tr>
<tr class="separator:a60d59e5ddb243c9cb1d9a2f611d9ec7e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad83e6226c3b717a884040efeed50b0c3"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="class_point.html">Point</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_base_scene.html#ad83e6226c3b717a884040efeed50b0c3">getShowPos</a> () const</td></tr>
<tr class="memdesc:ad83e6226c3b717a884040efeed50b0c3"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取场景显示位置的左下角  <a href="class_base_scene.html#ad83e6226c3b717a884040efeed50b0c3">更多...</a><br /></td></tr>
<tr class="separator:ad83e6226c3b717a884040efeed50b0c3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acd980987b632a470838a62b1e1ff839f"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_base_scene.html#acd980987b632a470838a62b1e1ff839f">onGround</a> (const <a class="el" href="class_actor.html">Actor</a> &amp;actor, <a class="el" href="class_base_object.html">BaseObject</a> **which=nullptr) const</td></tr>
<tr class="memdesc:acd980987b632a470838a62b1e1ff839f"><td class="mdescLeft">&#160;</td><td class="mdescRight">角色是否在地面上  <a href="class_base_scene.html#acd980987b632a470838a62b1e1ff839f">更多...</a><br /></td></tr>
<tr class="separator:acd980987b632a470838a62b1e1ff839f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab687b9172e02097cce8b0cddb4b4374d"><td class="memItemLeft" align="right" valign="top"><a id="ab687b9172e02097cce8b0cddb4b4374d" name="ab687b9172e02097cce8b0cddb4b4374d"></a>
&#160;</td><td class="memItemRight" valign="bottom"><b>BaseScene</b> (const <a class="el" href="class_point.html">Point</a> &amp;playerRespawnPos, <a class="el" href="class_base_scene_ui.html">BaseSceneUi</a> *show_ui)</td></tr>
<tr class="separator:ab687b9172e02097cce8b0cddb4b4374d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aea3cba3d685d1efd2e4601c5581322f4"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_base_scene.html#aea3cba3d685d1efd2e4601c5581322f4">getPlayerDeathTime</a> () const</td></tr>
<tr class="memdesc:aea3cba3d685d1efd2e4601c5581322f4"><td class="mdescLeft">&#160;</td><td class="mdescRight">获取玩家死亡次数  <a href="class_base_scene.html#aea3cba3d685d1efd2e4601c5581322f4">更多...</a><br /></td></tr>
<tr class="separator:aea3cba3d685d1efd2e4601c5581322f4"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
Public 属性</h2></td></tr>
<tr class="memitem:a0ebe9a904fcfc050902df9ab6f26b9f7"><td class="memItemLeft" align="right" valign="top"><a id="a0ebe9a904fcfc050902df9ab6f26b9f7" name="a0ebe9a904fcfc050902df9ab6f26b9f7"></a>
std::map&lt; int, bool &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>keyPressedInfo</b></td></tr>
<tr class="separator:a0ebe9a904fcfc050902df9ab6f26b9f7"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">详细描述</h2>
<div class="textblock"><p >逻辑场景类，后端 </p>
</div><h2 class="groupheader">成员函数说明</h2>
<a id="afcc936f8eb745614fad819758daedbbc" name="afcc936f8eb745614fad819758daedbbc"></a>
<h2 class="memtitle"><span class="permalink"><a href="#afcc936f8eb745614fad819758daedbbc">&#9670;&nbsp;</a></span>getBehindSceneObjectList()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const vector&lt; <a class="el" href="class_base_object.html">BaseObject</a> * &gt; &amp; BaseScene::getBehindSceneObjectList </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取前景物体对象的std::vector </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
<div class="dynheader">
这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_base_scene_afcc936f8eb745614fad819758daedbbc_icgraph.png" border="0" usemap="#aclass_base_scene_afcc936f8eb745614fad819758daedbbc_icgraph" alt=""/></div>
<map name="aclass_base_scene_afcc936f8eb745614fad819758daedbbc_icgraph" id="aclass_base_scene_afcc936f8eb745614fad819758daedbbc_icgraph">
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</div>

</div>
</div>
<a id="a438a2246655ffe9f0a30aef8f251da27" name="a438a2246655ffe9f0a30aef8f251da27"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a438a2246655ffe9f0a30aef8f251da27">&#9670;&nbsp;</a></span>getFrontSceneObjectList()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const vector&lt; <a class="el" href="class_base_object.html">BaseObject</a> * &gt; &amp; BaseScene::getFrontSceneObjectList </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取后景物体对象的std::vector </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
<div class="dynheader">
这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_base_scene_a438a2246655ffe9f0a30aef8f251da27_icgraph.png" border="0" usemap="#aclass_base_scene_a438a2246655ffe9f0a30aef8f251da27_icgraph" alt=""/></div>
<map name="aclass_base_scene_a438a2246655ffe9f0a30aef8f251da27_icgraph" id="aclass_base_scene_a438a2246655ffe9f0a30aef8f251da27_icgraph">
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<a id="a3eacca22ea35691939dab07a9e5530ca" name="a3eacca22ea35691939dab07a9e5530ca"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a3eacca22ea35691939dab07a9e5530ca">&#9670;&nbsp;</a></span>getHeight()</h2>

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          <td class="memname">int BaseScene::getHeight </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取场景总高度 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="a60d59e5ddb243c9cb1d9a2f611d9ec7e" name="a60d59e5ddb243c9cb1d9a2f611d9ec7e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a60d59e5ddb243c9cb1d9a2f611d9ec7e">&#9670;&nbsp;</a></span>getMobs()</h2>

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          <td class="memname">const vector&lt; <a class="el" href="class_base_mob.html">BaseMob</a> * &gt; &amp; BaseScene::getMobs </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取场景内的怪物的std::vector </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="a5d2453b2b66942a33c7bb7358db8b021" name="a5d2453b2b66942a33c7bb7358db8b021"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5d2453b2b66942a33c7bb7358db8b021">&#9670;&nbsp;</a></span>getPlayer()</h2>

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          <td class="memname">const <a class="el" href="class_base_player.html">BasePlayer</a> &amp; BaseScene::getPlayer </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取场景内的玩家角色 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="aea3cba3d685d1efd2e4601c5581322f4" name="aea3cba3d685d1efd2e4601c5581322f4"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aea3cba3d685d1efd2e4601c5581322f4">&#9670;&nbsp;</a></span>getPlayerDeathTime()</h2>

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<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">int BaseScene::getPlayerDeathTime </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>获取玩家死亡次数 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
<div class="dynheader">
这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_base_scene_aea3cba3d685d1efd2e4601c5581322f4_icgraph.png" border="0" usemap="#aclass_base_scene_aea3cba3d685d1efd2e4601c5581322f4_icgraph" alt=""/></div>
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</div>
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<a id="ad83e6226c3b717a884040efeed50b0c3" name="ad83e6226c3b717a884040efeed50b0c3"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad83e6226c3b717a884040efeed50b0c3">&#9670;&nbsp;</a></span>getShowPos()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="class_point.html">Point</a> &amp; BaseScene::getShowPos </td>
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          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
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</div><div class="memdoc">

<p>获取场景显示位置的左下角 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
<div class="dynheader">
这是这个函数的调用关系图:</div>
<div class="dyncontent">
<div class="center"><img src="class_base_scene_ad83e6226c3b717a884040efeed50b0c3_icgraph.png" border="0" usemap="#aclass_base_scene_ad83e6226c3b717a884040efeed50b0c3_icgraph" alt=""/></div>
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<a id="aa6b08a12fbb01e6f2bcb9d9dec2ac9bc" name="aa6b08a12fbb01e6f2bcb9d9dec2ac9bc"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aa6b08a12fbb01e6f2bcb9d9dec2ac9bc">&#9670;&nbsp;</a></span>getWidth()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">int BaseScene::getWidth </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
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</div><div class="memdoc">

<p>获取场景总宽度 </p>
<dl class="section return"><dt>返回</dt><dd></dd></dl>

</div>
</div>
<a id="acd980987b632a470838a62b1e1ff839f" name="acd980987b632a470838a62b1e1ff839f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#acd980987b632a470838a62b1e1ff839f">&#9670;&nbsp;</a></span>onGround()</h2>

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<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool BaseScene::onGround </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="class_actor.html">Actor</a> &amp;&#160;</td>
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        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_base_object.html">BaseObject</a> **&#160;</td>
          <td class="paramname"><em>which</em> = <code>nullptr</code>&#160;</td>
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        <tr>
          <td></td>
          <td>)</td>
          <td></td><td> const</td>
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</div><div class="memdoc">

<p>角色是否在地面上 </p>
<dl class="params"><dt>参数</dt><dd>
  <table class="params">
    <tr><td class="paramname">actor</td><td></td></tr>
    <tr><td class="paramname">which</td><td></td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>返回</dt><dd></dd></dl>
<div class="dynheader">
函数调用图:</div>
<div class="dyncontent">
<div class="center"><img src="class_base_scene_acd980987b632a470838a62b1e1ff839f_cgraph.png" border="0" usemap="#aclass_base_scene_acd980987b632a470838a62b1e1ff839f_cgraph" alt=""/></div>
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</div>
</div>
<hr/>该类的文档由以下文件生成:<ul>
<li>D:/Code/cProgram/CPP/Qt/TeamCurriculumDesign/Scenes/<a class="el" href="_base_scene_8h_source.html">BaseScene.h</a></li>
<li>D:/Code/cProgram/CPP/Qt/TeamCurriculumDesign/Scenes/BaseScene.cpp</li>
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